*dusts off soapbox*
For the better part of a decade, most of my creative writing was for a series of PbP games I ran. High fantasy, low fantasy, pulp adventure, a stab at horror... lots of stuff. It improved my writing in many ways, mostly through practice, but also through requirements. If I didn't write enough description for a scene, players asked for more. If I didn't make the NPCs distinct enough, players got confused. If plot didn't move, or character development wasn't allowed to unfold, I heard from the players.
It also trained me for regular output, come hell or high water. I commit to making the world turn in response to the PCs three times a week, MWF. In the morning. This keeps us all from acting like cracked-out mice in Skinner boxes, F5ing til the keyboards break. Even when I don't have any brilliant ideas, I at least turn the crank and provide *something* new for the PCs to react against. Not everything is a gem, but it isn't expected to be.
On the other hand, it also trained me to write in short 100 - 250 word bursts, and to offload a lot of the responsibility for shaping the plot onto the players. Writing
all by myself seemed so much
harder without the PCs around to do the heavy lifting of providing unique points of view and solutions I'd never have conceived of. "Diversity" is a buzzword but it really does bring something to the collaborative narrative.
My DA RPG world is a totally different world from any of the ones I write fiction for, with the exception of a ZevThread prompt or two. That's on purpose; there's little more wearying than the GM's favorite character tromping all over the game being awesomer than you. So it's not a direct inspiration for anything I'm writing. But in the general sense that writing begets more writing, I suppose it's a help.
Edited to add: And mousestalker is
not an idiot! (Now, the fire mage is a complete ditz, but...)
Modifié par Corker, 16 août 2011 - 02:22 .